• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:18
CEST 08:18
KST 15:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple5Aligulac acquired by REPLAYMAN.com/Stego Research6Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Aligulac acquired by REPLAYMAN.com/Stego Research Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational Weekly Cups (March 23-29): herO takes triple
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BW General Discussion Build Order Practice Maps [ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample
Tourneys
[ASL21] Ro24 Group E [ASL21] Ro24 Group F 🌍 Weekly Foreign Showmatches [ASL21] Ro24 Group B
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4762 users

Datamined Game Win/Loss Statistics - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
July 16 2010 00:35 GMT
#61
The missing #s are from the platinum/gold-leaguers who get stomped by diamond players and the matches they aggregated before getting placed diamond. Making this less useful than it should be
Najda
Profile Joined June 2010
United States3765 Posts
July 16 2010 00:41 GMT
#62
On July 16 2010 09:10 vica wrote:
Show nested quote +
On July 16 2010 07:53 EliteAzn wrote:
There is data missing from this...data

Anyways...using good 'ol Excel...I managed to figure out some things....

From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.

*please put this in OP, assuming numbers my numbers are correct...*


Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later.

But that number seems a bit too high. There are several possibilities.

1. Wins update faster than losses.
2. Data is missing from servers
3. Disconnects count as win and tie, but appears as a -0 loss
4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible.


A tie wouldn't result in a win for one player though. Your other 4 points seem reasonable, I think that it has to do with people still being in placement, because I didn't see anything in the OP about that.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-07-16 01:23:18
July 16 2010 01:22 GMT
#63
Can we see some matchup specific win %'s please?

ZvT=?
PvT=?
PvZ=?
Ryuu314
Profile Joined October 2009
United States12679 Posts
July 16 2010 01:26 GMT
#64
Win rates seem pretty much the same.

Data pool is pretty big, so the data should be quite valid.

It'd be nice to see winrates for specific matchups though.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
July 16 2010 01:26 GMT
#65
On July 16 2010 09:41 Najda wrote:
Show nested quote +
On July 16 2010 09:10 vica wrote:
On July 16 2010 07:53 EliteAzn wrote:
There is data missing from this...data

Anyways...using good 'ol Excel...I managed to figure out some things....

From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.

*please put this in OP, assuming numbers my numbers are correct...*


Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later.

But that number seems a bit too high. There are several possibilities.

1. Wins update faster than losses.
2. Data is missing from servers
3. Disconnects count as win and tie, but appears as a -0 loss
4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible.


A tie wouldn't result in a win for one player though. Your other 4 points seem reasonable, I think that it has to do with people still being in placement, because I didn't see anything in the OP about that.


Yeah, lol I didn't want to edit the tie out after I wrote the other four. I think its the bot didn't crawl enough too. Number of players seems a bit low.
There is no one like you in the universe.
Sentient
Profile Joined April 2010
United States437 Posts
Last Edited: 2010-07-16 02:05:59
July 16 2010 02:04 GMT
#66
I do not think these numbers are useful.

The matchmaking system tries to push everyone to a 50% win rate. If there is an imbalance in the game, the player with the stronger race will start playing harder opponents of weaker races until his win rate is 50%. This negative feedback ensures that the races will always appear balanced. The win rates need to be weighted by the underlying matchmaking parameters, and we don't have access to that information.

Props nonetheless for putting this together. It's pretty cool to see .
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
July 16 2010 02:15 GMT
#67
On July 16 2010 11:04 Sentient wrote:
I do not think these numbers are useful.

The matchmaking system tries to push everyone to a 50% win rate. If there is an imbalance in the game, the player with the stronger race will start playing harder opponents of weaker races until his win rate is 50%. This negative feedback ensures that the races will always appear balanced. The win rates need to be weighted by the underlying matchmaking parameters, and we don't have access to that information.

Props nonetheless for putting this together. It's pretty cool to see .


That doesn't make any sense whatsoever. Players are matched against other players, regardless of what race they play.
Moderator
Sentient
Profile Joined April 2010
United States437 Posts
July 16 2010 04:11 GMT
#68
On July 16 2010 11:15 Excalibur_Z wrote:
Show nested quote +
On July 16 2010 11:04 Sentient wrote:
I do not think these numbers are useful.

The matchmaking system tries to push everyone to a 50% win rate. If there is an imbalance in the game, the player with the stronger race will start playing harder opponents of weaker races until his win rate is 50%. This negative feedback ensures that the races will always appear balanced. The win rates need to be weighted by the underlying matchmaking parameters, and we don't have access to that information.

Props nonetheless for putting this together. It's pretty cool to see .


That doesn't make any sense whatsoever. Players are matched against other players, regardless of what race they play.

Right, but if a person gives themselves a handicap, the system will generally find an equilibrium where they are at 50%. It doesn't matter what you do as long as you are consistent. You could decide to only ever build one extractor, and you will keep losing until it finds truly terrible players where you are at 50%. You would never conclude that building only one extractor is just as good as building two, but you would still have a 50% win rate with it.
Monk___
Profile Joined March 2010
United States123 Posts
July 16 2010 04:18 GMT
#69
I love the community : )
Tanatos
Profile Joined April 2010
United States381 Posts
July 16 2010 04:19 GMT
#70
This is great stuff. Hoping to see whats going on in Asia server.
happyness
Profile Joined June 2010
United States2400 Posts
July 16 2010 04:20 GMT
#71
There's always a 1-2% error, so the data doesn't show anything really. But thanks!
Sanguinarius
Profile Joined January 2010
United States3427 Posts
July 16 2010 04:22 GMT
#72
Wow, thats awesome data. Good work.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
happyness
Profile Joined June 2010
United States2400 Posts
July 16 2010 04:22 GMT
#73
On July 16 2010 09:41 Najda wrote:
Show nested quote +
On July 16 2010 09:10 vica wrote:
On July 16 2010 07:53 EliteAzn wrote:
There is data missing from this...data

Anyways...using good 'ol Excel...I managed to figure out some things....

From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.

*please put this in OP, assuming numbers my numbers are correct...*


Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later.

But that number seems a bit too high. There are several possibilities.

1. Wins update faster than losses.
2. Data is missing from servers
3. Disconnects count as win and tie, but appears as a -0 loss
4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible.


A tie wouldn't result in a win for one player though. Your other 4 points seem reasonable, I think that it has to do with people still being in placement, because I didn't see anything in the OP about that.


Another possibility is that the bottom bronze players who have only played a few games haven't gone on the forums ( and may not at all)
JaspluR
Profile Joined April 2010
Australia174 Posts
July 16 2010 04:23 GMT
#74
cool would be good to see PvT stats etc if possible though
Sanguinarius
Profile Joined January 2010
United States3427 Posts
July 16 2010 04:24 GMT
#75
Its interesting that in the US data, all winning % are above 50%. I wonder how that works?
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
July 16 2010 04:26 GMT
#76
On July 16 2010 13:11 Sentient wrote:
Show nested quote +
On July 16 2010 11:15 Excalibur_Z wrote:
On July 16 2010 11:04 Sentient wrote:
I do not think these numbers are useful.

The matchmaking system tries to push everyone to a 50% win rate. If there is an imbalance in the game, the player with the stronger race will start playing harder opponents of weaker races until his win rate is 50%. This negative feedback ensures that the races will always appear balanced. The win rates need to be weighted by the underlying matchmaking parameters, and we don't have access to that information.

Props nonetheless for putting this together. It's pretty cool to see .


That doesn't make any sense whatsoever. Players are matched against other players, regardless of what race they play.

Right, but if a person gives themselves a handicap, the system will generally find an equilibrium where they are at 50%. It doesn't matter what you do as long as you are consistent. You could decide to only ever build one extractor, and you will keep losing until it finds truly terrible players where you are at 50%. You would never conclude that building only one extractor is just as good as building two, but you would still have a 50% win rate with it.


Oh I see what you were saying before. It was just worded in a confusing way so I misunderstood.
Moderator
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
July 16 2010 04:28 GMT
#77
On July 16 2010 13:22 happyness wrote:
Show nested quote +
On July 16 2010 09:41 Najda wrote:
On July 16 2010 09:10 vica wrote:
On July 16 2010 07:53 EliteAzn wrote:
There is data missing from this...data

Anyways...using good 'ol Excel...I managed to figure out some things....

From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.

*please put this in OP, assuming numbers my numbers are correct...*


Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later.

But that number seems a bit too high. There are several possibilities.

1. Wins update faster than losses.
2. Data is missing from servers
3. Disconnects count as win and tie, but appears as a -0 loss
4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible.


A tie wouldn't result in a win for one player though. Your other 4 points seem reasonable, I think that it has to do with people still being in placement, because I didn't see anything in the OP about that.


Another possibility is that the bottom bronze players who have only played a few games haven't gone on the forums ( and may not at all)


You don't have to post on the forums to have your games counted here. All this information is mined from a script that browses the profiles of all live accounts. I'm not sure what you're suggesting here.
Moderator
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
July 16 2010 04:44 GMT
#78
On July 16 2010 10:22 Wr3k wrote:
Can we see some matchup specific win %'s please?

ZvT=?
PvT=?
PvZ=?


You don't really understand how this data is compiled, do you? It's done by looking up the win-loss ratio of every player, assuming that they play exclusively their "most played" race, then totaling them up. Not individual matchups.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
muffley
Profile Blog Joined May 2010
United States280 Posts
July 16 2010 04:56 GMT
#79
Does anybody have any idea what's up with the profile numbers that lead to errors? (using US profiles)

From 1 to 850, every number aside from 1, 51, 101, 151, etc errors. Then blocks of 50 like 1052-1100, 1152-1200, all error. The first 10,000 have a lot of these blocks, and then it just falls off a cliff and stops being so uniform.

Also, error IDs seem completely random and don't mean anything.
warshop
Profile Joined March 2010
Canada490 Posts
July 16 2010 05:16 GMT
#80
On July 16 2010 13:44 MangoTango wrote:
Show nested quote +
On July 16 2010 10:22 Wr3k wrote:
Can we see some matchup specific win %'s please?

ZvT=?
PvT=?
PvZ=?


You don't really understand how this data is compiled, do you? It's done by looking up the win-loss ratio of every player, assuming that they play exclusively their "most played" race, then totaling them up. Not individual matchups.


And if I'm not mistaken, there's only a portion of each player's matches that's kept and displayed on the website. Hence why anything statistics of MU would not be complete.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 143
StarCraft: Brood War
GuemChi 5923
Horang2 1979
Backho 170
Tasteless 164
Dewaltoss 129
sSak 28
Noble 18
ajuk12(nOOB) 18
Shinee 10
Icarus 10
[ Show more ]
Terrorterran 8
soO 3
Dota 2
monkeys_forever651
Counter-Strike
Stewie2K489
oskar4
Other Games
summit1g8161
WinterStarcraft371
C9.Mang0291
PiGStarcraft187
RuFF_SC279
Organizations
Other Games
gamesdonequick592
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• practicex 55
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush956
Upcoming Events
Replay Cast
2h 42m
Afreeca Starleague
3h 42m
BeSt vs Leta
Queen vs Jaedong
Kung Fu Cup
4h 42m
Replay Cast
17h 42m
The PondCast
1d 3h
OSC
1d 17h
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
2 days
RSL Revival
3 days
Maru vs MaxPax
BSL
3 days
[ Show More ]
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL Season 20: Qualifier 1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.